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Handling Multi Strength moves in ONE state

The idea is fairly simple, change what happens depending on which strength of button you press (Light, Medium and Heavy). I got the idea to do this when i happened across a similar method in Goku by Team Z2. Though he used a variable. I wanted to see if i could get the same result without using one, and so devised this crazy thing. I'll segment it off for readabilities sake

Most of this is fairly simple, just cancel conditions such as control, when a normal connects, etc. The interesting bit is the 7th line. Notice how it uses all 3 punches as a condition. For things like the Explod Buffering method, simply exchange them for appropriate numexplod triggers.

First up, you can't be in any of the Shoryuken animations, and the time has to = 0. This ensures you'll only define the animation once. The value basically asks "Did you input the Medium version? No? How bout the Heavy one? Still no? Ah well i'll go to the light version then"With that out of the way, now you can do what you want in the state! All you need do is ask for the appropriate anim. For instance

Re: Handling Multi Strength moves in ONE state

cool stuff but is a bit more time consuming that just spend one Var to do that like in PotS gouki hadouken...u can reset that var and use it on another move later..what im sayin is that if u got a few moves that are like this it would be faster to just waste a var slot on that xD but still pretty cool stuff